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vafana

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Everything posted by vafana

  1. vafana

    Splendid Smoke

    R3F AIcomTarget is created specially for multiplayer (see description in the link) and makes the AI not to give up as soon as the target is no longer in sight, and Pooter`s enhanced ASR AI make AI`s suppressing fire to be very effective along with flanking maneuvers. Smoke only help you to get out from a bad situation, or to do some maneuvers, but for a short time because AI don`t give up watching you.
  2. vafana

    Splendid Smoke

    I use these two (Pooter`s enhanced ASR AI, R3F AIcomTarget) and AI works well using supressing fire through the smoke.
  3. vafana

    [SP] Pilgrimage

    It is true what @a2012v says; I had the same problem, more units than it should, appear in the center of the map (at the airport). @alky_lee https://forums.bistudio.com/topic/163307-sp-pilgrimage/page-146#entry3072766 first noticed it and @a2012v fixed it in this post https://forums.bistudio.com/topic/163307-sp-pilgrimage/?view=findpost&p=3070118 Thank`s again Andrey :)
  4. vafana

    1.64 Feedback

    I noticed that the voice of the enemy, located nearby, is heard with a very low volume level and as if would sound via radio. Is this intentional, a new feature or something?
  5. vafana

    Splendid Smoke

    It is really very impressive @zabuza, thanks for good work! I was wondering if you can modify the smoke from the campfire, in my opinion, really needs some improvement.
  6. vafana

    [SP] Pilgrimage

    Maybe it's a problem with one of the mods, what mods you run?
  7. vafana

    [SP] Pilgrimage

    @rsoftokz The starting time "dawn" is at 4 am, which in Tanoa is as midnight darkness. So far I love it, I see new bases at airports, nice. :) Tanoa also has several new military buildings, with new class names, I do not see them in " BetterLootBuildings", but it's your choice.
  8. vafana

    [SP] Pilgrimage

    @neofit: as I said above, if you remove one or more of these coordinates, those positions will no longer exist on the map as "HolyPlaces", that's it; they have no connection with any script to trigger an event, the only downside is that the with less "HolyPlaces" gameplay time could be shorter because you can find the "body" more quickly.
  9. vafana

    [SP] Pilgrimage

    @neofit: Well, those "locations" are represented by coordinates, something like: [5848.35,9810.03,0] meaning their position on the map in terms of longitude and latitude, and for this reason, it is hard to find the exact position of these coordinates manually, also I think @rsoftokz used a script to find the coordinates for locations, I have placed them manually, so ... unlikely to be the same coordinates. Maybe there is a script for this, or any method in the editor. These locations are not connected to another script, if you remove a coordinated, it just will not be valid on the map.
  10. vafana

    [SP] Pilgrimage

    Thanks @rsoftokz for this release, definitely I'll try it :). @neofit: It is possible that @rsoftokz has not activated markers for "very high" settings. in JRInit.sqf: if (RYD_JR_Difficulty < 5) then { _alpha = 1; _color = "ColorBlack"; _size = [0.85,0.85]; _type = "loc_Chapel"; };
  11. vafana

    [SP] Pilgrimage

    Yes, thank you, I already found, but if he is the warlord fits somehow.. :) I'll replace it if I find something equivalent.
  12. vafana

    [SP] Pilgrimage

    Well, I think this is the purpose of "very hard" setting, to be very hard... ;) This was also my motivation to make a version with RHS, and now their presence is 99.99%, yesterday I saw one officer CSAT (maybe was visiting) at an airport in Altis full of Russian units (I was amazed by his inhospitable presence) ... I tried once, "CAF Aggressors" and I have not even seen any unit, it's probably something with class names; It is not hard to add new units, but in order not to change the atmosphere of the original "Pilgrimage", those units need to be more diverse in terms of equipment, weapons, vehicles, groups and so to be able to equip garrisons, checkpoints, and so on ..
  13. vafana

    [SP] Pilgrimage

    Happened to you? why so? if ((_side in _sides) and {not (captive _ldr)}) then { if (not (_x in RYD_JR_cached) and {(_dst < _maxDst)}) then { if (isNull (assignedVehicle _ldr)) then { if (({((damage _x) < 0.1) and {(canStand _x)}} count (units _x)) > 0) then { _busy = (_x getVariable ["RYD_JR_Decoyed",false]) or {(_x getVariable ["RYD_JR_Chasing",false]) or {(_x in RYD_JR_BusyPatrols)}}; if not (_busy) then { _chance = 1 - (_dst/_maxDst); if ((random 1) < _chance) then { _x setVariable ["RYD_JR_Decoyed",true];
  14. vafana

    [SP] Pilgrimage

    Pilgrimage Altis RHS: Garrisons, hidden camps, checkpoints, patrols they consist of: Russian, ChDKZ and Militia units and vehicles. RHS Escalation mod, is required. @Rydygier, If you want, you can put links from my signature on the front page. Thanks again for your work, I really like and appreciate it. :)
  15. vafana

    [SP] Pilgrimage

    @Mordacai No need to download any app, download link is green. But ... if it's easier for you: Pilgrimage Chernarus is updated with Dropbox link, in the signature to. ;) Pilgrimage Altis RHS is coming soon (I hope) :)
  16. vafana

    [SP] Pilgrimage

    If anyone is interested, "Pilgrimage Chernarus" with RHS mod: Garrisons, hidden camps, checkpoints, patrols they consist of: Russian, ChDKZ and Militia units. I played 2 times this version and I have not met any vanilla units, yet they may appear randomly. PILGRIMAGE CHERNARUS RHS Obviously, "RHS Escalation" mod is required.
  17. vafana

    [SP] Pilgrimage

    Aftermath of a 30 seconds of fierce fighting, Pilgrimage Chernarus RHS 6 dead enemies, one BTR-60 destroyed, two buildings completely demolished, one GAZ damaged. I barely escaped with injuries .....
  18. vafana

    [SP] Pilgrimage

    some variants processed in Photoshop: @Rydygier I have some ideas, I will send PM; if I will be able to do it in Eden.
  19. vafana

    [SP] Pilgrimage

    @Rydygier Not much, but ... I tried in my spare time:
  20. vafana

    [SP] Pilgrimage

    @Transflux Pilgrimage Tanoa, my version, is a port; I have not changed any function compared to the original version. I just changed some classes using units and vehicles from Apex dlc. A2012v version is a bit more modified in terms of functions (is a description on the frontpage), but diversity does not hurt, I played his version and liked it. This is not difficult, but first I have to do this for one of the maps, then is just a copy - paste thing.
  21. vafana

    [SP] Pilgrimage

    Actually, I'm working on a version with RHS mod in Pilgrimage Chernarus; for now, it is in test phase. RHS is very diversified in units and vehicles, even more than vanilla ArmA3. My thought is to use only the RHS units and vehicles, but I think I need help to do this (something like to disable vanilla units), we will see...
  22. vafana

    [SP] Pilgrimage

    Pack with this www.armaholic.com/page.php?id=1434
  23. vafana

    [SP] Pilgrimage

    @neofit For so small change , no need to be saved in the Editor.
  24. vafana

    [SP] Pilgrimage

    I would be glad to be helpful.
  25. vafana

    JSRS4 - APEX 1.2

    Thanks, I already did that :)
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